Method for configuring gaming devices via a network

ABSTRACT

Embodiments of the present invention are directed to a method for configuring gaming machines in which configuration data packets are associated with a player&#39;s record in a player tracking system. The configuration data packets may have machine identification information in a header that may be associated with each data packet. When a player is recognized at a gaming machine, the player&#39;s record is retrieved from the network and data packets associated with the machine at which the player is recognized are read and used to configure the gaming device. Furthermore, data related to outcomes of games played by the player on multiple machines may be collected and used to award a bonus to the player, the bonus being awarded in response to collecting a predefined plurality of outcomes. Data related to bonuses accrued and used may also be associated with the player&#39;s record.

RELATED APPLICATION

This application claims the benefit of U.S. Provisional Application No.60/987,293 filed Nov. 12, 2007, which is hereby incorporated byreference.

FIELD OF THE INVENTION

This disclosure relates generally to networked gaming devices and moreparticularly to configuring gaming devices via the network.

BACKGROUND

Player tracking systems for accumulating data related to the players ofnetworked gaming devices, typically in casinos, are known in the priorart. In these systems, a player is urged to register with a casino byproviding the casino with at least the player's name and address,although typically other demographic and personal information ofinterest to the casino is acquired. In exchange, the casino implements amechanism, typically a player identification card issued to the player,which allows the player to be recognized at each gaming machine wherethe player gambles. This recognition typically results from insertingthe card in a card reader associated with each of the gaming devices.The network then accumulates, in a record associated with the player,data related to the amount wagered by the player. This enables thecasino to provide the player with points proportional to amounts wageredby the player. These points may be redeemed for goods and services, muchlike a frequent flier mileage program, including for further wagering.The casino can also base decisions to provide complementary goods andservices the players based on their player tracking data.

It would be desirable to use similar systems or existing player trackingsystems to configure gaming devices according to the desires of thecasino or the player. It would also be beneficial to use such systems toaccumulate information based on outcomes of games played by the playersand to configure the gaming devices, including providing bonuses to theplayers, based on the accumulated information.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A is a functional block diagram that illustrates a gaming deviceaccording to embodiments of the invention.

FIG. 1B is an isometric view of the gaming device illustrated in FIG.1A.

FIGS. 2A, 2B, and 2C are detail diagrams of exemplary types of gamingdevices according to embodiments of the invention.

FIG. 3 is a functional block diagram of networked gaming devicesaccording to embodiments of the invention.

FIG. 4 is a schematic diagram of a player's record includinggaming-device configuration data packets that may be used according toan embodiment of the present method.

FIG. 5 is a view of a gaming device being played according to anembodiment of the present method.

FIG. 6 is a view of a gaming device that that may be played according toan embodiment of the present method.

DETAILED DESCRIPTION

FIGS. 1A and 1B illustrate example gaming devices according toembodiments of the invention.

Referring to FIGS. 1A and 1B, a gaming device 10 is an electronic gamingmachine. Although an electronic gaming machine or “slot” machine isillustrated, various other types of devices may be used to wagermonetarily based credits on a game of chance in accordance withprinciples of the invention. The term “electronic gaming device” ismeant to include various devices such as electro-mechanicalspinning-reel type slot machines, video slot machines, and video pokermachines, for instance. Other gaming devices may include computer-basedgaming machines, wireless gaming devices, multi-player gaming stations,modified personal electronic gaming devices (such as cell phones),personal computers, server-based gaming terminals, and other similardevices. Although embodiments of the invention will work with all of thegaming types mentioned, for ease of illustration the present embodimentswill be described in reference to the electronic gaming machine 10 shownin FIGS. 1A and 1B.

The gaming device 10 includes a cabinet 15 housing components to operatethe gaming device 10. The cabinet 15 may include a gaming display 20, abase portion 13, a top box 18, and a player interface panel 30. Thegaming display 20 may include mechanical spinning reels (FIG. 2A), avideo display (FIGS. 2B and 2C), or a combination of both spinning reelsand a video display (not shown). The gaming cabinet 15 may also includea credit meter 27 and a coin-in or bet meter 28. The credit meter 27 mayindicate the total number of credits remaining on the gaming device 10that are eligible to be wagered. In some embodiments, the credit meter27 may reflect a monetary unit, such as dollars. However, it is oftenpreferable to have the credit meter 27 reflect a number of ‘credits,’rather than a monetary unit. The bet meter 28 may indicate the amount ofcredits to be wagered on a particular game. Thus, for each game, theplayer transfers the amount that he or she wants to wager from thecredit meter 27 to the bet meter 28. In some embodiments, various othermeters may be present, such as meters reflecting amounts won, amountspaid, or the like. In embodiments where the gaming display 20 is a videomonitor, the information indicated on the credit meters may be shown onthe gaming display itself 20 (FIG. 2B).

The base portion 13 may include a lighted panel 14, a coin return (notshown), and a gaming handle 12 operable on a partially rotating pivotjoint 11. The game handle 12 is traditionally included on mechanicalspinning-reel games, where the handle may be pulled toward a player toinitiate the spinning of reels 22 after placement of a wager. The topbox 18 may include a lighted panel 17, a video display (such as an LCDmonitor), a mechanical bonus device (not shown), and a candle lightindicator 19. The player interface panel 30 may include various devicesso that a player can interact with the gaming device 10.

The player interface panel 30 may include one or more game buttons 32that can be actuated by the player to cause the gaming device 10 toperform a specific action. For example, some of the game buttons 32 maycause the gaming device 10 to bet a credit to be wagered during the nextgame, change the number of lines being played on a multi-line game, cashout the credits remaining on the gaming device (as indicated on thecredit meter 27), or request assistance from casino personnel, such asby lighting the candle 19. In addition, the player interface panel 30may include one or more game actuating buttons 33. The game actuatingbuttons 33 may initiate a game with a pre-specified amount of credits.On some gaming devices 10 a “Max Bet” game actuating button 33 may beincluded that places the maximum credit wager on a game and initiatesthe game. The player interface panel 30 may further include a billacceptor 37 and a ticket printer 38. The bill acceptor 37 may accept andvalidate paper money or previously printed tickets with a creditbalance. The ticket printer 38 may print out tickets reflecting thebalance of the credits that remain on the gaming device 10 when a playercashes out by pressing one of the game buttons 32 programmed to cause a‘cashout.’ These tickets may be inserted into other gaming machines orredeemed at a cashier station or kiosk for cash.

The gaming device 10 may also include one or more speakers 26 totransmit auditory information or sounds to the player. The auditoryinformation may include specific sounds associated with particularevents that occur during game play on the gaming device 10. For example,a particularly festive sound may be played during a large win or when abonus is triggered. The speakers 26 may also transmit “attract” soundsto entice nearby players when the game is not currently being played.

The gaming device 10 may further include a secondary display 25. Thissecondary display 25 may be a vacuum fluorescent display (VFD), a liquidcrystal display (LCD), a cathode ray tube (CRT), a plasma screen, or thelike. The secondary display 25 may show any combination of primary gameinformation and ancillary information to the player. For example, thesecondary display 25 may show player tracking information, secondarybonus information, advertisements, or player selectable game options.

The gaming device 10 may include a separate information window (notshown) dedicated to supplying any combination of information related toprimary game play, secondary bonus information, player trackinginformation, secondary bonus information, advertisements or playerselectable game options. This window may be fixed in size and locationor may have its size and location vary temporally as communication needschange. One example of such a resizable window is International GameTechnology's “service window”. Another example is Las Vegas GamingIncorporated's retrofit technology which allows information to be placedover areas of the game or the secondary display screen at various timesand in various situations.

The gaming device 10 includes a microprocessor 40 that controlsoperation of the gaming device 10. If the gaming device 10 is astandalone gaming device, the microprocessor 40 may control virtuallyall of the operations of the gaming devices and attached equipment, suchas operating game logic stored in memory (not shown) as firmware,controlling the display 20 to represent the outcome of a game,communicating with the other peripheral devices (such as the billacceptor 37), and orchestrating the lighting and sound emanating fromthe gaming device 10. In other embodiments where the gaming device 10 iscoupled to a network 50, as described below, the microprocessor 40 mayhave different tasks depending on the setup and function of the gamingdevice. For example, the microprocessor 40 may be responsible forrunning the base game of the gaming device and executing instructionsreceived over the network 50 from a bonus server or player trackingserver. In a server-based gaming setup, the microprocessor 40 may act asa terminal to execute instructions from a remote server that is runninggame play on the gaming device.

The microprocessor 40 may be coupled to a machine communicationinterface (MCI) 42 that connects the gaming device 10 to a gamingnetwork 50. The MCI 42 may be coupled to the microprocessor 40 through aserial connection, a parallel connection, an optical connection, or insome cases a wireless connection. The gaming device 10 may includememory 41 (MEM), such as a random access memory (RAM), coupled to themicroprocessor 40 and which can be used to store gaming information,such as storing total coin-in statistics about a present or past gamingsession, which can be communicated to a remote server or databasethrough the MCI 42. The MCI 42 may also facilitate communication betweenthe network 50 and the secondary display 25 or a player tracking unit 45housed in the gaming cabinet 15.

The player tracking unit 45 may include an identification device 46 andone or more buttons 47 associated with the player tracking unit 45. Theidentification device 46 serves to identify a player, by, for example,reading a player-tracking device, such as a player tracking card that isissued by the casino to individual players who choose to have such acard. The identification device 46 may instead, or additionally,identify players through other methods. Player tracking systems usingplayer tracking cards and card readers 46 are known in the art. Brieflysummarizing such a system, a player registers with the casino prior tocommencing gaming. The casino issues a unique player-tracking card tothe player and opens a corresponding player account that is stored on aserver or host computer, described below with reference to FIG. 3. Theplayer account may include the player's name and mailing address andother information of interest to the casino in connection with marketingefforts. Prior to playing one of the gaming devices in the casino, theplayer inserts the player tracking card into the identification device46 thus permitting the casino to track player activity, such as amountswagered, credits won, and rate of play.

To induce the player to use the card and be an identified player, thecasino may award each player points proportional to the money or creditswagered by the player. Players typically accrue points at a rate relatedto the amount wagered, although other factors may cause the casino toaward the player various amounts. The points may be displayed on thesecondary display 25 or using other methods. In conventional playertracking systems, the player may take his or her card to a special deskin the casino where a casino employee scans the card to determine howmany accrued points are in the player's account. The player may redeempoints for selected merchandise, meals in casino restaurants, or thelike, which each have assigned point values. In some player trackingsystems, the player may use the secondary display 25 to access theirplayer tracking account, such as to check a total number of points,redeem points for various services, make changes to their account, ordownload promotional credits to the gaming device 10. In otherembodiments, the identification device 46 may read other identifyingcards (such as driver licenses, credit cards, etc.) to identify a playerand match them to a corresponding player tracking account. Although FIG.1A shows the player tracking unit 45 with a card reader as theidentification device 46, other embodiments may include a playertracking unit 45 with a biometric scanner, PIN code acceptor, or othermethods of identifying a player to pair the player with their playertracking account.

During typical play on a gaming device 10, a player plays a game byplacing a wager and then initiating a gaming session. The player mayinitially insert monetary bills or previously printed tickets with acredit value into the bill acceptor 37. The player may also put coinsinto a coin acceptor (not shown) or a credit, debit or casino accountcard into a card reader/authorizer (not shown). One of skill in the artwill readily see that this invention is useful with all gamblingdevices, regardless of the manner in which wager value-input isaccomplished.

The credit meter 27 displays the numeric credit value of the moneyinserted dependent on the denomination of the gaming device 10. That is,if the gaming device 10 is a nickel slot machine and a $20 bill insertedinto the bill acceptor 37, the credit meter will reflect 400 credits orone credit for each nickel of the inserted twenty dollars. For gamingdevices 10 that support multiple denominations, the credit meter 27 willreflect the amount of credits relative to the denomination selected.Thus, in the above example, if a penny denomination is selected afterthe $20 is inserted the credit meter will change from 400 credits to2000 credits.

A wager may be placed by pushing one or more of the game buttons 32,which may be reflected on the bet meter 28. That is, the player cangenerally depress a “bet one” button (one of the buttons on the playerinterface panel 30, such as 32), which transfers one credit from thecredit meter 27 to the bet meter 28. Each time the button 32 isdepressed an additional single credit transfers to the bet meter 28 upto a maximum bet that can be placed on a single play of the electronicgaming device 10. The gaming session may be initiated by pulling thegaming handle 12 or depressing the spin button 33. On some gamingdevices 10, a “max bet” button (another one of the buttons 32 on theplayer interface panel 30) may be depressed to wager the maximum numberof credits supported by the gaming device 10 and initiate a gamingsession.

If the gaming session does not result in any winning combination, theprocess of placing a wager may be repeated by the player. Alternatively,the player may cash out any remaining credits on the credit meter 27 bydepressing the “cash-out” button (another button 32 on the playerinterface panel 30), which causes the credits on the credit meter 27 tobe paid out in the form of a ticket through the ticket printer 38, ormay be paid out in the form of returning coins from a coin hopper (notshown) to a coin return tray.

If instead a winning combination (win) appears on the display 20, theaward corresponding to the winning combination is immediately applied tothe credit meter 27. For example, if the gaming device 10 is a slotmachine, a winning combination of symbols 23 may land on a playedpayline on reels 22. If any bonus games are initiated, the gaming device10 may enter into a bonus mode or simply award the player with a bonusamount of credits that are applied to the credit meter 27.

FIGS. 2A to 2C illustrate exemplary types of gaming devices according toembodiments of the invention. FIG. 2A illustrates an examplespinning-reel gaming machine 10A, FIG. 2B illustrates an example videoslot machine 10B, and FIG. 2C illustrates an example video poker machine10C.

Referring to FIG. 2A, a spinning-reel gaming machine 10A includes agaming display 20A having a plurality of mechanical spinning reels 22A.Typically, spinning-reel gaming machines 10A have three to five spinningreels 22A. Each of the spinning reels 22A has multiple symbols 23A thatmay be separated by blank areas on the spinning reels 22A, although thepresence of blank areas typically depends on the number of reels 22Apresent in the gaming device 10A and the number of different symbols 23Athat may appear on the spinning reels 22A. Each of the symbols 22A orblank areas makes up a “stop” on the spinning reel 22A where the reel22A comes to rest after a spin. Although the spinning reels 22A ofvarious games 10A may have various numbers of stops, many conventionalspinning-reel gaming devices 10A have reels 22A with twenty two stops.

During game play, the spinning reels 22A may be controlled by steppermotors (not shown) under the direction of the microprocessor 40 (FIG.1A). Thus, although the spinning-reel gaming device 10A has mechanicalbased spinning reels 22A, the movement of the reels themselves iselectronically controlled to spin and stop. This electronic control isadvantageous because it allows a virtual reel strip to be stored in thememory 41 of the gaming device 10A, where various “virtual stops” aremapped to each physical stop on the physical reel 22A. This mappingallows the gaming device 10A to establish greater awards and bonusesavailable to the player because of the increased number of possiblecombinations afforded by the virtual reel strips.

A gaming session on a spinning reel slot machine 10A typically includesthe player pressing the “bet-one” button (one of the game buttons 32A)to wager a desired number of credits followed by pulling the gaminghandle 12 (FIGS. 1A, 1B) or pressing the spin button 33A to spin thereels 22A. Alternatively, the player may simply press the “max-bet”button (another one of the game buttons 32A) to both wager the maximumnumber of credits permitted and initiate the spinning of the reels 22A.The spinning reels 22A may all stop at the same time or may individuallystop one after another (typically from left to right) to build playeranticipation. Because the display 20A usually cannot be physicallymodified, some spinning reel slot machines 10A include an electronicdisplay screen in the top box 18 (FIG. 1B), a mechanical bonus mechanismin the top box 18, or a secondary display 25 (FIG. 1A) to execute abonus.

Referring to FIG. 2B, a video gaming machine 10B may include a videodisplay 20B to display virtual spinning reels 22B and various othergaming information 21B. The video display 20B may be a CRT, LCD, plasmascreen, or the like. It is usually preferable that the video display 20Bbe a touchscreen to accept player input. A number of symbols 23A appearon each of the virtual spinning reels 22B. Although FIG. 2B shows fivevirtual spinning reels 22B, the flexibility of the video display 20Ballows for various reel 22B and game configurations. For example, somevideo slot games 10B spin reels for each individual symbol position (orstop) that appears on the video display 20B. That is, each symbolposition on the screen is independent of every other position during thegaming sessions. In these types of games, very large numbers of paylines or multiple super scatter pays can be utilized since similarsymbols could appear at every symbol position on the video display 20B.On the other hand, other video slot games 10B more closely resemble themechanical spinning reel games where symbols that are verticallyadjacent to each other are part of the same continuous virtual spinningreel 22B.

Because the virtual spinning reels 22B, by virtue of being computerimplemented, can have almost any number of stops on a reel strip, it ismuch easier to have a greater variety of displayed outcomes as comparedto spinning-reel slot machines 10A (FIG. 2A) that have a fixed number ofphysical stops on each spinning reel 22A.

With the possible increases in reel 22B numbers and configurations overthe mechanical gaming device 10A, video gaming devices 10B often havemultiple paylines 24 that may be played. By having more paylines 24available to play, the player may be more likely to have a winningcombination when the reels 22B stop and the gaming session ends.However, since the player typically must wager at least a minimum numberof credits to enable each payline 24 to be eligible for winning, theoverall odds of winning are not much different, if at all, than if theplayer is wagering only on a single payline. For example, in a five linegame, the player may bet one credit per payline 24 and be eligible forwinning symbol combinations that appear on any of the five playedpaylines 24. This gives a total of five credits wagered and fivepossible winning paylines 24. If, on the other hand, the player onlywagers one credit on one payline 24, but plays five gaming sessions, theodds of winning would be identical as above: five credits wagered andfive possible winning paylines 24.

Because the video display 20B can easily modify the image output by thevideo display 20B, bonuses, such as second screen bonuses are relativelyeasy to award on the video slot game 10B. That is, if a bonus istriggered during game play, the video display 20B may simply store theresulting screen shot in memory and display a bonus sequence on thevideo display 20B. After the bonus sequence is completed, the videodisplay 20B may then retrieve the previous screen shot and informationfrom memory, and re-display that image.

Also, as mentioned above, the video display 20B may allow various othergame information 21B to be displayed. For example, as shown in FIG. 2B,banner information may be displayed above the spinning reels 22B toinform the player, perhaps, which symbol combination is needed totrigger a bonus. Also, instead of providing a separate credit meter 27(FIG. 1A) and bet meter 28, the same information can instead bedisplayed on the video display 20B. In addition, “soft buttons” 29B suchas a “spin” button or “help/see pays” button may be built using thetouch screen video display 20B. Such customization and ease of changingthe image shown on the display 20B adds to the flexibility of the game10B.

Even with the improved flexibility afforded by the video display 20B,several physical buttons 32B and 33B are usually provided on video slotmachines 10B. These buttons may include game buttons 32B that allow aplayer to choose the number of paylines 24 he or she would like to playand the number of credits wagered on each payline 24. In addition, a maxbet button (one of the game buttons 32B) allows a player to place amaximum credit wager on the maximum number of available paylines 24 andinitiate a gaming session. A repeat bet or spin button 33B may also beused to initiate each gaming session when the max bet button is notused.

Referring to FIG. 2C, a video poker gaming device 10C may include avideo display 20C that is physically similar to the video display 20Bshown in FIG. 2B. The video display 20C may show a poker hand of fivecards 23C and various other player information 21C including a paytablefor various winning hands, as well as a plurality of player selectablesoft buttons 29C. The video display 20C may present a poker hand of fivecards 23C and various other player information 21C including a number ofplayer selectable soft (touch-screen) buttons 29C and a paytable forvarious winning hands. Although the embodiment illustrated in FIG. 3Cshows only one hand of poker on the video display 20C, various othervideo poker machines 10C may show several poker hands (multi-handpoker). Typically, video poker machines 10C play “draw” poker in which aplayer is dealt a hand of five cards, has the opportunity to hold anycombination of those five cards, and then draws new cards to replace thediscarded ones. All pays are usually given for winning combinationsresulting from the final hand, although some video poker games 10C maygive bonus credits for certain combinations received on the first handbefore the draw. In the example shown in FIG. 2C a player has been dealttwo aces, a three, a six, and a nine. The video poker game 10C mayprovide a bonus or payout for the player having been dealt the pair ofaces, even before the player decides what to discard in the draw. Sincepairs, three of a kind, etc. are typically needed for wins, a playerwould likely hold the two aces that have been dealt and draw three cardsto replace the three, six, and nine in the hope of receiving additionalaces or other cards leading to a winning combination with a higher awardamount. After the draw and revealing of the final hand, the video pokergame 10C typically awards any credits won to the credit meter.

The player selectable soft buttons 29C appearing on the screenrespectively correspond to each card on the video display 20C. Thesesoft buttons 29C allow players to select specific cards on the videodisplay 20C such that the card corresponding to the selected soft buttonis “held” before the draw. Typically, video poker machines 10C alsoinclude physical game buttons 32C that correspond to the cards in thehand and may be selected to hold a corresponding card. A deal/drawbutton 33C may also be included to initiate a gaming session aftercredits have been wagered (with a bet button 32C, for example) and todraw any cards not held after the first hand is displayed.

Although examples of a spinning reel slot machine 10A, a video slotmachine 10B, and a video poker machine 10C have been illustrated inFIGS. 2A-2C, gaming machines and various other types of gaming devicesknown in the art are contemplated and are within the scope of theinvention.

FIG. 3 is a block diagram illustrating networked gaming devicesaccording to embodiments of the invention. Referring to FIG. 3, multipleelectronic gaming devices (EGMs) 70, 71, 72, 73, 74, and 75 may becoupled to one another and coupled to a remote server 80 through anetwork 50. For ease of understanding, gaming devices or EGMs 70, 71,72, 73, 74, and 75 are generically referred to as EGMs 70-75. The termEGMs 70-75, however, may refer to any combination of one or more of EGMs70, 71, 72, 73, 74, and 75. Additionally, the gaming server 80 may becoupled to one or more gaming databases 90. These gaming network 50connections may allow multiple gaming devices 70-75 to remain incommunication with one another during particular gaming modes such astournament play or remote head-to-head play. Although some of the gamingdevices 70-75 coupled on the gaming network 50 may resemble the gamingdevices 10, 10A, 10B, and 10C shown in FIGS. 1A-1B and 2A-2C, othercoupled gaming devices 70-75 may include differently configured gamingdevices. For example, the gaming devices 70-75 may include traditionalslot machines 75 directly coupled to the network 50, banks of gamingdevices 70 coupled to the network 50, banks of gaming devices 70 coupledto the network through a bank controller 60, wireless handheld gamingmachines 72 and cell phones 73 coupled to the gaming network 50 throughone or more wireless routers or antennas 61, personal computers 74coupled to the network 50 through the internet 62, and banks of gamingdevices 71 coupled to the network through one or more optical connectionlines 64. Additionally, some of the traditional gaming devices 70, 71,and 75 may include electronic gaming tables, multi-station gamingdevices, or electronic components operating in conjunction withnon-gaming components, such as automatic card readers, chip readers, andchip counters, for example.

Gaming devices 71 coupled over an optical line 64 may be remote gamingdevices in a different location or casino. The optical line 64 may becoupled to the gaming network 50 through an electronic to optical signalconverter 63 and may be coupled to the gaming devices 71 through anoptical to electronic signal converter 65. The banks of gaming devices70 coupled to the network 50 may be coupled through a bank controller 60for compatibility purposes, for local organization and control, or forsignal buffering purposes. The network 50 may include serial or parallelsignal transmission lines and carry data in accordance with datatransfer protocols such as Ethernet transmission lines, Rs-232 lines,firewire lines, USB lines, or other communication protocols. Althoughnot shown in FIG. 3, substantially the entire network 50 may be made offiber optic lines or may be a wireless network utilizing a wirelessprotocol such as IEEE 802.11a, b, g, or n, Zigbee, RF protocols, opticaltransmission, near-field transmission, or the like.

As mentioned above, each gaming device 70-75 may have an individualprocessor 40 (FIG. 1A) and memory 41 to run and control game play on thegaming device 70-75, or some of the gaming devices 70-75 may beterminals that are run by a remote server 80 in a server based gamingenvironment. Server based gaming environments may be advantageous tocasinos by allowing fast downloading of particular game types or themesbased on casino preference or player selection. Additionally, tournamentbased games, linked games, and certain game types, such as BINGO or kenomay benefit from at least some server 80 based control.

Thus, in some embodiments, the network 50, server 80, and database 90may be dedicated to communications regarding specific game or tournamentplay. In other embodiments, however, the network 50, server 80, anddatabase 90 may be part of a player tracking network. For playertracking capabilities, when a player inserts a player tracking card inthe card reader 46 (FIG. 1A), the player tracking unit 45 sends playeridentification information obtained on the card reader 46 through theMCI 42 over the network 50 to the player tracking server 80, where theplayer identification information is compared to player informationrecords in the player database 90 to provide the player with informationregarding their player account or other features at the gaming device 10where the player is wagering. Additionally, multiple databases 90 and/orservers 80 may be present and coupled to one or more networks 50 toprovide a variety of gaming services, such as both game/tournament dataand player tracking data.

The various systems described with reference to FIGS. 1-3 can be used ina number of ways. For instance, the systems can be used to track dataabout various players. The tracked data can be used by the casino toprovide additional benefits to players, such as extra bonuses or extrabenefits such as bonus games and other benefits as described above.These added benefits further entice the players to play at the casinothat provides the benefits.

Turning now to FIG. 4, indicated generally at 92 is a schematic view ofa player's record. In the present implementation, the record iscomprised of digital data, but is represented schematically as shown tofacilitate description of the structure of the record and its use inimplementing the method. In addition to conventional player-trackingdata (not shown), the player's record includes a plurality ofgaming-device data configuration packets 94, 96, 98, 100, etc. Eachpacket includes a header, like headers 102, 104, 106, 108 in packets 94,96, 98, 100, respectively. The header includes data that associates eachpacket with one or more particular gaming devices 70-75. This may bedone by associating each gaming device with a unique number and thenincorporating the numbers for each associated gaming device into theproper header.

Although the present embodiment illustrates an implementation of themethod by associating a single player with each record, the method couldbe equally well implemented by associating a plurality of players with asingle record.

As described above, a player may be recognized at one of the gamingdevices, such as video gaming machine 10B. This may occur, e.g., whenthe player inserts his or her card into card reader 46. The playertracking unit 45 reads the card to locate a unique player digitalidentification, depicted as the player's name 110 in FIG. 4, which isassigned to the player when he or she enrolls in the player trackingprogram. After reading the card, record 92 is fetched from server 80 andstored in player tracking unit 45. Alternatively, the method may beimplemented by leaving the record on network 50, e.g., on server 80. Inthis alternative, the record is updated by transmitting data betweengaming machine 10B and the server rather than transmitting data betweenthe gaming machine and player tracking unit 45 and thereafter returningthe record to server 80.

As mentioned above, gaming device numbers in each of headers 102, 104,106, 108 may be associated with one more of gaming devices 70-75. Forexample, one packet may have a header that associates the packet withall gaming machines of a particular class, e.g., video poker machines.Or the header could associate the packet with video poker machines madeby a particular manufacturer. Other possibilities include headers thatassociate the packet with all of the gaming machines in a particularbank of machines. There could even be a header that associates thepacket with a single identified gaming machine. Or another header mightbe associated with each of gaming devices 70-75 on the network.

Some of the packets contain state information, i.e., they accumulatedata related to the wagers, selections made by the player during play,and/or outcomes of games played by the player on a gaming device that isassociated with the packet via the packet header. Thesestate-information packets may also contain stored bonuses earned by theplayer, or the bonuses may be stored in another packet that may or maynot be associated with the same gaming machines as the state-informationpackets. Still others of the packets contain information related to theplayer's or the casino's preferences for gaming machines. Beforedescribing how the method of the present invention is implemented, amore detailed description of each of the types of packets will beprovided, starting with packets that contain state information.

These state-information packets accumulate information related to thewagers, selections and/or outcomes of games played by the player.Strictly speaking, these packets may not configure the gaming device butmay only accumulate information that in turn is ultimately used toconfigure the gaming device or a different gaming device played at alater time. For example, rules may be implemented for providing a bonusbased on the state information. As will be described in more detail, therules are programmed in computer code and may be stored at the gamingdevice or on the network. One such rule may pay a bonus upon theoccurrence of a predefined gaming-device outcome. Another rule mightprovide a bonus as a result of a plurality of outcomes such assuccessively achieved outcomes or outcomes accumulated over time. Forexample, the player could be provided a bonus by striking BAR BAR BARthree times over a defined period or by a certain date, or by strikingBAR BAR BAR in one game and 7 7 7 in another. The possible permutationsand combinations are limitless. Although the rule could be written torequire accumulation of the predefined symbols within a single gamingsession, the outcomes could also be gathered over multiple playingsessions.

The rules may also specify the nature of the bonus. The bonus could befurther credits for playing the gaming devices or complementary goodsand services offered by the casino. In addition, the bonus could be oneof a nudge, hold, or respin. A hold comprises the opportunity to holdone or more of the symbols that makes up the outcome of a slot machineor video slot machine game. The other symbols in the outcome, i.e.,those not held, may be regenerated to produce a new outcome that alsoincludes the held symbol(s). An example of a gaming device implementingthis feature is indicated generally at 112 in FIG. 5.

Machine 112 is similar to machine 10B in FIG. 2B and generally operatesin the same manner except for the hold feature that is implemented usingtouchscreen hold buttons 114, 116, 118, 120, 122 and a touchscreenrespin button 124. In operation, the player may be notified that he orshe has qualified according to the bonus rules for a bonus award. Thenotification may occur using the secondary display 25 (in FIG. 1A),which is associated with most of the gaming devices, although not shownon each. As mentioned above, the rules may permit accumulation ofoutcomes from a variety of gaming devices, even different types ofdevices, such as video poker and video slot machines, and over aplurality of gaming sessions.

Once the player decides to use the hold bonus on the outcome of one ofthe games played on gaming machine 112, he or she touches selected onesof buttons 114-122 to hold certain of the outcomes of the reels. Therules may be written to permit the player to hold only a single outcomeunder some circumstances, a pair of outcomes under other circumstances,or any number of outcomes. In FIG. 5, gaming machine 112 is shown afterthe player has touched buttons 114, 116, 122 and then touched respinbutton 124. This holds the first, second, and fifth reels and spins thethird and fourth reels as shown. After the spinning reels produce newoutcomes, the player is entitled to the outcome of all five reels,including the new outcomes of the third and fourth reels and the heldoutcomes of the first, second, and fifth reels. Thereafter, the player'srecord is updated to reflect the fact that this bonus has been used.

A respin bonus is similar to the hold bonus except that all five reelsrespin, i.e., none are held. As with the hold, the player's record isupdated to reflect that the respin bonus has been used.

The nudge feature is implemented on a gaming device 126 in FIG. 6. Anudge comprises the opportunity to change the outcome on one or more ofthe reels of a slot machine or of a slot machine simulated in a videoslot game by permitting a player to select one or more reels and nudgethem to the next stop. For example, if the player is entitled to a nudgebonus and generates the outcome shown in FIG. 6, the player might choseto nudge the second reel up one stop to align bar symbol 128. This isaccomplished by using the Nudge Reel touch screen button 128 and thenindicating which direction to move the reel, either up one stop or downone stop, by touching an up arrow 130 or a down arrow 132. In this case,or course, the player will want to nudge the second reel up one stop toalign all of the bars thereby producing a winning outcome. After doingso, the player's record is updated to indicate that this bonus was used.

It should be appreciated that the method of the present invention may befully implemented without requiring the machines shown in FIGS. 5 and 6.In other words, bonuses could be awarded that do not requireimplementing nudges, holds, or respins. What is more, as will be seen,the present method can be fully implemented to configure aspects ofgaming devices that do not involve awarding a bonus. Although FIGS. 5and 6 demonstrate gaming machines that are useful for awardingparticular types of bonuses, other forms of bonuses could also beawarded. For example, one bonus might include a free game or a series offree games. The game(s) might only be usable on a certain date or withina defined time period. Another bonus might be a reduced-cost game, whichmight—or might not—also be used within limited times. One form ofawarding free or reduced costs games is by applying credits to creditmeter 27. Such credits could be limited to play on the gaming machines,i.e., restricted from being paid out to the player.

Still another type of bonus is paying a specified amount upon theoccurrence of a predefined game outcome. For example, 10% could be addedto all jackpots. These also could be limited to certain time periods orto certain machines, e.g., only machines in certain bank or area of thecasino, or both.

Consideration will now be given to how the method is implemented byfollowing a typical player, in this case, John Doe, the playerassociated with record 92 in FIG. 4, as he registers in casino's playertracking club and then plays a variety of games in the casino. Mr. Doeregisters with the player tracking club by providing his name, address,and contact information. In addition, he may be able to specifypreferences at one or more gaming machines or classes of gamingmachines. For example, Mr. Doe, may have a desired level of gamingmachine volatility along the range from few wins with bigger jackpots tomany wins with smaller jackpots. This might be specified in packet 94,which is in turn associated with one or more of the gaming machines,either by identifying particular machine numbers in header 102 or byinserting data in the header that identifies a class of machines, e.g.,all video poker machines. Alternatively, all machines in the casinocould be identified, either by including all numbers or a universalidentifier. As will be seen, this identification of machine(s) in theheader results in play of the identified machines(s) being configuredwith the specified volatility. Of course, the casino, as opposed to theplayer, might also use the data packet to specify a particularvolatility on particular machine(s) for the player.

Other preferences that the casino or the player might specify uponregistration, include the appearance of a gaming machine or a class ofgaming machines when the player is recognized at the gaming machine.This could include light color, image display, or any other aspect ofconfigurable gaming machine appearance. In addition, the player couldspecify a language that the machine would use to label controls, displayresults, or provide instructions, or for other words appearing on ordisplayed by the gaming device. These preferences would appear in apacket that identified only the machines so configurable. As a result,there might be a number of different packets, all relating to differentmachines or to a different class or classes of machines. For example,some brands or classes of gaming machines might not be configurable inthe same way as others.

Still other preferences could be used to personalize a machine, severalmachines, or a class of machines for the player. One way of so doing isto permit the player to store a digital image upon registration andassociating the image with his or her record. This could be a luckysymbol or a favorite relative. This image would be associated with apacket having a header that identifies machines that could load anddisplay the image, for example, on a portion of gaming display 20A, 20B,or 20C or on a portion of secondary display 25. A personalizedgreeting—specified by the casino or the player—could also be associatedwith a packet that in turn is associated, via its header, with a machineor a class of machines that could display the greeting on the gamingdisplay, the secondary display or another display associated with thegaming device at which the player is recognized. As with preferencesrelated to machine appearance, the preferences that personalize thegaming machine might need to be stored in a number of different packetsto accommodate formats or information required by different types orbrands of machines. In other words, different packets are either used bya gaming machine if the machines header identification is included inthe header or ignored by the gaming machine if its identification is notin the header.

The data packets may be entered into the player's record using the samework station (not shown) that is used to set up the player trackingrecord. A person of ordinary skill in the art could readily implement asoftware program, or modify an existing player tracking program, in away that would display the various configuration options on theworkstation used by a casino employee to register a player. Commands atthe work station result in entry of the appropriate data packets intothe player's record, which in one embodiment is stored on databaseserver 90 along with the player tracking records associated with theplayer. Typical player tracking records include data about the amountwagered by the player and information about player tracking pointsaccrued by the player, which may be displayed at secondary display 25.One advantage of the present method is that it can be implemented usingan existing player tracking system with the only possible additionalhardware requirement being additional storage space such as another or alarger database server. Of course, the present invention may also beimplemented separately.

When the player is first enrolled, selected data packets are associatedwith the player's record. First, there may be one or more data packetsfor personal preferences such as machine color, choice of a languageused by displays and controls on the machine, a color scheme or otherconfiguration affecting appearance, etc. Because there are typicallydifferent types of machines—e.g., video poker and video slot machines—aswell as machines of the same type made by different manufacturers, theremay need to be a number of different data packets, or data segmentswithin a packet, to accommodate configuration of different machinefeatures and different formats for the same feature from machine tomachine. Upon registration, the player may also provide a digital imagethat is associated with the player's record in database 90 at the workstation.

Data packets that implement bonuses that are personal to the player mayalso be associated with the player's record, either upon registration orlater as determined by the casino. For example, the player could beprovided with a double jackpot bonus on certain identified machines onlybetween the hours of 2 AM and 8 AM. And this could be valid for alimited duration, e.g., 48 hours from when the data packet was firstassociated with the player's record or until a specified date and time.Electronic gaming machines that can receive a programmed command to payover and above the paytable for the gaming device are known in the art,and a person of ordinary skill could create a data packet to provide adouble-jackpot bonus, as well as the other bonuses described herein. Thedouble jackpot is provided by issuing a command to the slot machine topay out the value of the jackpot each time the machine, under control ofits paytable, issues a jackpot thus providing a double-jackpot bonus.

Still another bonus that could be configured via a data packetassociated with the player's record is an award of credits to the creditmeter of a gaming device that is identified in the data packet's header.This might also be limited in time and applied only upon certainconditions being met, e.g., a consecutive number of losing bets orcredits, a consecutive number of winning bets or credits, randomly, whenthe player is recognized by the player tracking system, etc. The typesof bonuses and the conditions and limits for awarding them are virtuallylimitless.

As described above, the hold, respin, and nudge bonuses could be awardedupon accumulation of a predefined combination of gaming outcomes over alimited or unlimited time period. Each time one of gaming machineproduces one of these outcomes, it is stored in one or more of the datapackets. There may be different data packets for different classesand/or manufacturers of games. As a result, the player can accrue thequalifying outcomes over multiple gaming sessions that may span days,weeks, months, or even years, depending upon how the rule for awardingthe bonus is written.

Once the qualifying number of outcomes occurs, the fact that the playeris entitled to a bonus is stored in one of the data packets, either thesame one that accumulates the outcomes or a different one. The header ofthe packet in which the bonuses are stored includes informationidentifying machines upon which the bonus may be used. If the player hasa bonus ready for use, e.g., a nudge, and is playing a video pokermachine, the data packet containing data indicating that a nudge isavailable will not include information in its header that identifies anyof the video poker games. As a result, that packet is not loaded at avideo poker game.

It should be noted that the rules, which comprise software code thatreads the data packets and then issues configuration commands to theslot machine where the player is recognized, may be stored anywhere onthe network. In one approach the code is stored at the gaming machine,e.g., in player tracking unit 45 or in the gaming machine. Using eitherof these approaches reduces the amount of network traffic with therecord being retrieved from database 90 at the start of the session andthen read and updated locally during the gaming session. At theconclusion of the session, the updated record, reflecting bonuses earnedand used and outcomes accrued toward a possible future bonus, isreturned over the network to database 90.

The personal aspect of providing bonuses in this manner can be see byconsidering how another identified player, let's call her Jane Doe, hasdata packets associated with her record. Upon registration, she alsoprovides her name and contact information and could be provided withsome bonuses available for use as a reward for joining the playertracking system. She can also specify her preferences as Mr. Doe did butcould specify entirely different preferences. In addition, she might beviewed by the casino as being a more potentially valuable player thanMr. Doe and therefore be provided with a richer selection of bonuses,e.g., double jackpots for 24 hours rather than only during the off hourslimitation imposed on Mr. Doe.

Like Mr. Doe, she can be awarded bonuses for accruing certain outcomesspread out over different gaming sessions. But her outcomes might beentirely different and perhaps easier—or harder—to accumulate before abonus is awarded. Casinos—as are other businesses—increasingly managerelationships with customers by collecting data about the customer, bothin relationship to the customers' behavior in the casino and from othersources. The present implementation provides a tool for preciselytargeting individual players and rewarding or incentivizing them in waysthat benefit both the player and the casino.

Some embodiments of the invention have been described above, and inaddition, some specific details are shown for purposes of illustratingthe inventive principles. However, numerous other arrangements may bedevised in accordance with the inventive principles of this patentdisclosure. Further, well known processes have not been described indetail in order not to obscure the invention. Thus, while the inventionis described in conjunction with the specific embodiments illustrated inthe drawings, it is not limited to these embodiments or drawings.Rather, the invention is intended to cover alternatives, modifications,and equivalents that come within the scope and spirit of the inventiveprinciples set out in the appended claims.

1. A method of operating a plurality of gaming devices interconnected bya communications network comprising: creating at least one recordcorresponding to each of at least some of the players of the gamingdevices; accumulating data related to at least one of outcomes of games,selections made during game play and wagers of the players of the gamingdevices; associating the data for each player with the correspondingrecord; storing the record on the communications network; defining a setof rules for paying a bonus to a player of at least one of the gamingdevices; identifying a player of the one gaming device; updating therecord with data related to play at the one gaming device; applying therules to the updated data; and awarding a bonus to the player inaccordance with the rules.
 2. The method of claim 1 wherein accumulatingdata related to at least one of outcomes of games, selections madeduring game play and wagers of the players of the gaming devicescomprises accumulating data over multiple days.
 3. The method of claim 1wherein accumulating data related to at least one of outcomes of games,selections made during game play and wagers of the players of the gamingdevices comprises accumulating data from a plurality of different gamingdevices played by the player.
 4. The method of claim 1 wherein defininga set of rules for paying a bonus to a player of at least one of thegaming devices further comprises defining a first set of rules for oneof the gaming devices and a second set of rules different from the firstset for another one of the gaming devices.
 5. The method of claim 1wherein the rules comprise awarding a bonus upon the occurrence of adefined gaming-device outcome.
 6. The method of claim 1 wherein therules comprise awarding a bonus upon the occurrence of a definedplurality of gaming-device outcomes.
 7. The method of claim 6 whereinthe defined plurality of gaming-device outcomes comprises successivelyachieved outcomes.
 8. The method of claim 6 wherein the definedplurality of gaming-device outcomes comprises cumulatively achievedoutcomes.
 9. The method of claim 1 wherein the gaming device generatesan outcome comprised of a randomly selected sequence of symbols andwherein the bonus comprises: permitting the player to identify at leastone of the symbols; holding the at least one symbol; and generating anew randomly selected sequence of symbols that incorporates the heldsymbol to produce a new outcome.
 10. The method of claim 9 furthercomprising permitting the player to determine when to use the bonus. 11.The method of claim 10 further comprising: storing the bonus in theplayer's record; ending the current gaming session; and using the bonusin a later gaming session.
 12. The method of claim 1 further comprising:retrieving the player's record from the network; and storing theretrieved record at the one gaming device.
 13. The method of claim 1wherein the method further comprises storing the rules at the one gamingdevice.
 14. The method of claim 13 wherein storing the rules at the onegaming device comprises storing the rules in a player tracking unitassociated with the one gaming device.
 15. The method of claim 13wherein storing the rules at the one gaming device comprises storing therules in the one gaming device.
 16. The method of claim 1 wherein thebonus comprises enabling the player to change the outcome of one of thegames played on the gaming device.
 17. The method of claim 16 whereinthe method further comprises permitting the player to chose a gameoutcome on which to use the bonus.
 18. The method of claim 16 whereinthe method further comprises: waiting to determine whether the playerhas used the bonus; and if the player has not used the bonus, preventingthe player from using the bonus.
 19. The method of claim 18 whereinwaiting to determine whether the player has used the bonus compriseswaiting until the player plays a selected number of games.
 20. Themethod of claim 18 wherein waiting to determine whether the player hasused the bonus comprises waiting until a selected time has passed. 21.The method of claim 1 further comprising: storing the bonus in theplayer's record; ending the current gaming session; and using the bonusin a later gaming session.
 22. A method of operating a plurality ofgaming devices interconnected by a communications network comprising:tracking the outcomes of at least some of the games played; defining aplurality of outcomes; indicating to a player of at least one of thegames that a bonus is awarded upon the occurrence of the definedplurality of outcomes in the player's tracked outcomes; and awarding thebonus on the gaming device.
 23. The method of claim 22 wherein trackingthe outcomes of at least some of the games played comprises: creating arecord for the player; storing at least some of the player's gameoutcomes in the record.
 24. The method of claim 23 further comprising:associating the record with at least one of the gaming devices;recognizing the player at one of the gaming devices; and awarding thebonus if the game at which the player is recognized is a game with whichthe record is associated.
 25. The method of claim 24 further comprising:creating a plurality of gaming-device configuration data packets;associating each of the packets with one or more identified gamingdevices; storing the packets in the record; reading the packets eachtime the player is recognized at one of the gaming devices; andconfiguring the gaming device according to one or more of the packets.26. The method of claim 22 further comprising: creating a record for theplayer; storing player preferences in the player's record; andconfiguring a game played by the player according to the preferences.27. The method of claim 22 wherein awarding the bonus comprises enablingthe player to change the outcome of one of the games played on one ofthe gaming devices.
 28. The method of claim 27 wherein enabling theplayer to change the outcome of one of the games played on one of thegaming devices comprises enabling the gaming device for at least one ofa nudge, hold, and respin.
 29. A method of operating a plurality ofgaming devices interconnected by a communications network comprising:storing a plurality of player records on the communications network;tracking data related to game outcomes for games played by each playerhaving a stored record; storing the tracked data in the player's record;determining whether the tracked data for a player meets a definedcriterion for awarding a bonus; and awarding a bonus when the trackeddata for the player meets the defined criterion.
 30. A method ofconfiguring a plurality of gaming devices interconnected by acommunications network comprising: creating a record for each of atleast some of the players of the gaming devices; associating at leastone of the records with at least one of the gaming devices; storinggaming-device configuration data in the at least one record; identifyinga player of one of the gaming devices; determining whether the player'srecord is associated with the at least one gaming device; and if theplayer's record is associated with the at least one gaming device,configuring the gaming device in accordance with the gaming-deviceconfiguration data in the player's record.
 31. The method of claim 30wherein the gaming-device configuration data comprises a gaming-deviceconfiguration data packet, and associating at least one of the recordswith at least one of the gaming devices further comprises associatingthe gaming-device configuration data packet with the at least one gamingdevice.
 32. The method of claim 31 further comprising: creating aplurality of gaming-device configuration data packets; associating aplurality of the data packets with the at least one gaming device;storing the packets in the player's record; and configuring the at leastone gaming device in accordance with each of the packets with which itis associated.
 33. The method of claim 32 wherein the record includes apacket that is not associated with the at least one gaming device. 34.The method of claim 32 wherein the configuration data includes datarelated to the outcomes of games played by the player.
 35. The method ofclaim 34 wherein configuring the gaming device in accordance with thegaming-device configuration data comprises configuring the gaming deviceas a function of the data related to the outcomes of games played by theplayer.
 36. The method of claim 32 wherein at least one of the datapackets is associated with a class of gaming devices.
 37. The method ofclaim 36 wherein the class of gaming devices comprises video slotmachines.
 38. The method of claim 30 wherein configuring the gamingdevice in accordance with the gaming-device configuration data comprisesenabling the gaming device for at least one of a nudge, hold, andrespin.
 39. The method of claim 30 wherein configuring the gaming devicein accordance with the gaming-device configuration data comprisesawarding the player a bonus that is a function of the player's historyof playing the gaming devices.
 40. The method of claim 30 whereinconfiguring the gaming device in accordance with the gaming-deviceconfiguration data comprises enabling the player to change the outcomeof one of the games played on the gaming device.
 41. A method ofconfiguring gaming devices interconnected by a computer networkcomprising: creating a record for at least one player of the gamingdevices; associating gaming-device configuration data with the record;associating the configuration data with at least one of the gamingdevices; storing the record in a storage device that is accessible bythe network; recognizing the player at one of the gaming devices;reading the record; and configuring the gaming device in accordance withthe configuration data if the configuration data is associated with thegaming device at which the player is recognized.
 42. The method of claim41 wherein associating the gaming-device configuration data with therecord further comprises entering a gaming-device configuration datapacket into the record, and wherein the method further comprises:associating a plurality of gaming-device configuration packets with theat least one gaming device; storing the packets in the player's record;and configuring the gaming device in accordance with each of the packetswith which it is associated.
 43. The method of claim 42 wherein therecord includes a packet that is not associated with the at least onegaming device.
 44. The method of claim 41 wherein the configuration dataincludes data related to the outcomes of games played by the player. 45.The method of claim 44 wherein configuring the gaming device inaccordance with the configuration data comprises configuring the gamingdevice as a function of the data related to the outcomes of games playedby the player.
 46. The method of claim 42 wherein at least one of thepackets is associated with a class of gaming devices.
 47. The method ofclaim 46 wherein the class of gaming devices comprises video slotmachines.
 48. The method of claim 41 wherein configuring the gamingdevice in accordance with the configuration data comprises enabling thegaming device for at least one of a nudge, hold, and respin.
 49. Themethod of claim 41 wherein configuring the gaming device in accordancewith the configuration data comprises awarding the player a bonus thatis a function of the player's history of playing the gaming devices. 50.The method of claim 41 wherein configuring the gaming device inaccordance with the configuration data comprises enabling the player tochange the outcome of one of the games played on the gaming device. 51.A method of configuring gaming devices interconnected by a computernetwork in a casino comprising: creating a record for at least oneplayer of the gaming devices; associating the record with at least oneof the gaming devices; creating a first gaming-device configuration datapacket that is a function of at least one of player preferences andcasino preferences; entering the first gaming-device configurationpacket into the record; storing the record in a storage device that isaccessible by the network; recognizing the player at one of the gamingdevices; reading the record; configuring the gaming device in accordancewith the preferences if the record is associated with the gaming deviceat which the player is recognized; creating a second gaming-deviceconfiguration data packet that is a function of the outcomes of gamesplayed by the player; entering the second gaming-device configurationpacket into the record; and configuring one of the gaming devices inaccordance with the second gaming-device configuration packet.
 52. Themethod of claim 51 wherein associating the record with at least one ofthe gaming devices comprises associating at least one of thegaming-device configuration data packets with the at least one gamingdevice.
 53. The method of claim 51 further comprising: creating aplurality of additional gaming-device configuration data packets;associating each packet with at least one of the gaming devices;entering the additional packets into the record; recognizing the atleast one player at one of the gaming devices; and configuring thegaming device at which the player is recognized in accordance with eachpacket that is associated with the gaming device.
 54. The method ofclaim 53 wherein the record includes at least one packet that is notassociated with the gaming device at which the player is recognized. 55.The method of claim 51 wherein configuring one of the gaming devices inaccordance with the second gaming-device configuration packet comprisesawarding a bonus to the player.
 56. The method of claim 55 whereinawarding a bonus to the player comprises permitting the player to changethe outcome of one of the games played on one of the gaming devices. 57.The method of claim 56 wherein permitting the player to change theoutcome of one of the games played on one of the gaming devices furthercomprises: storing the bonus in the player's record; and permitting theplayer to use the bonus on a different gaming device.
 58. The method ofclaim 56 wherein permitting the player to change the outcome of one ofthe games played on one of the gaming devices comprises enabling thegaming machine for one of a hold, nudge, and respin.